Path 1: "Death Legion"
100% gain combat experience
100% transfer to the "Legion of Death"
11% die.
50% rise to officer rank in Ilinar's army.
Path 2: Traitor
33% gain combat experience OR become a grand master
33% die
33% end up in prison
Fate of Dominic Farrell
Path 1: "Guardians of the Republic"
100% gain combat experience
6% die
60% rise to officer rank in Ilinar's army.
30% lead the "Guardians of the Republic" legion
Path 2: Return Home.
40% die
40% gain combat experience OR become a grand master
30% Be granted a high military rank in Kalevritia or Kalevria.
30% be captured by dark knights and become a slave.
30% be captured by dark knights and defect to their side.
10% be captured by dark knights and become a prince.
Fate of Mirabella Ludenberg
Path 1: Colonization
25% be captured by the Nozenroths
25% be captured by the Nozenroths and nevertheless continue the mission to colonize the island, but now working for Nozenroth.
25% successfully colonize the island (independence).
50% successfully colonize the island and hand over control to another person (betrayal of Silvian Ranella).
25% fail to colonize the island.
Path 2: Covellia
33% die during the activation of the "Obelisk of Beginning and End".
33% undergo some changes during the activation of the "Obelisk of Beginning and End".
33% manage to leave the city and adjacent provinces; opportunity to gain experience and recover some treasures.
Fate of Tirza Ayers
Path 1: Teios
33% die
44% become a narahani (until the fall of Teios)
33% defeat Meligor
22% find an artifact
22% end up in slavery
22% become a grand master
77% gain combat experience
33% find wealth
11% become a victim of experiments by the wizards of Ishanad
Path 2: Mahus
11% Mahus dies
11% Nightmare dies
11% Tirza dies
11% find an artifact
55% find wealth
44% gain combat experience
11% become a grand master.
66% receive officer rank in Ilinar's army (or equivalent position in this country in another field).
Fate of Nuesh
Path 1: Covellia
33% die during the activation of the "Obelisk of Beginning and End".
33% undergo some changes during the activation of the "Obelisk of Beginning and End".
33% manage to leave the city and adjacent provinces; opportunity to gain experience and recover some treasures.
Path 2: Assassin
11% die
50% find wealth
66% gain combat experience
33% become a grand master
44% get hired by a high-ranking person and enjoy corresponding benefits from this
Fate of Rum Kon
Path 1: Recidivist
100% gain combat experience
50% become a grand master
50% die
50% end up in prison
50% find wealth
50% find an artifact
Path 2: Return Home
25% end up in prison
20% gain combat experience
10% become a grand master
22% find wealth
44% receive an honorary position
11% be killed in a duel
Fate of Erephir Linel Darwening
Path 1: Dark Lands
44% recover health
77% die
100% gain combat experience
66% become a grand master
90% find wealth
88% find an artifact
55% find a companion
Path 2: Teios
33% die
22% find an artifact
22% end up in slavery
22% become a grand master
77% gain combat experience
33% find wealth
11% become a victim of experiments by the wizards of Ishanad
Path 3: My own path...
88% gain combat experience
44% become a grand master
1% become the strongest warrior of Ertenia
22% become disabled
22% die
22% go blind
22% go deaf
33% acquire fame
44% find wealth
33% find an artifact
22% find their love
33% end up in slavery
33% end up in prison
33% change faith
22% have children
22% become a bandit
22% become a pirate
22% learn magic
11% undergo changes in the Dark Lands
11% be eaten by Shuniyans
11% freeze in the north
11% become a victim of experiments
11% drown at sea
Fate Cards
*Each player, if they wish, may draw a fate card for their character. The chance of drawing each is the same, and the number of attempts may vary. Depending on which card it is, the player will be forced to roleplay their character (their history over the last 5 years) accordingly (the same applies to "paths").
** Followers of Iris can reroll both fate cards and their fate in the previous point.
Fate Card #1: Experience
The character improves themselves and their skill or learns something new.
Fate Card #2: Grand Master
The character improves themselves and their skill or learns something new (approximate level: Darius).
Fate Card #3: Wealth
Whether it be a found treasure or a profitable business — the character becomes wealthy.
Fate Card #4: Death
The character dies. Bad luck.
Fate Card #5: Soulmate
The character finds the love of their life.
Fate Card #6: Artifact
The character finds a very valuable item (approximate level: Adilik's talisman, cannot be a weapon)
Fate Card #7: Great Weapon
The character finds a very powerful weapon (approximate level: Ghost Moon); the type of weapon is chosen randomly.
Fate Card #8: Encounter with Tiliyans
25% end up in slavery
25% die
25% become a pirate
12% become a respected captain
12% victory over the Tiliyans, experience and wealth.
Fate Card #9: Faith
50% found their own religion
8% become a priest of a god of choice
5% become a follower of the Kalevritian faith
5% become a follower of Iris
2% become a follower of Elulu-Suen's teachings
2% become a follower of Shameimaru's teachings
2% become a follower of Melhor's teachings
2% become a follower of Varalei's teachings
2% become a follower of Ninsharra's teachings
2% become a follower of Ansgar's teachings
2% become a follower of Ormhild's teachings
2% become a follower of Arcadia's teachings
2% become a follower of Rosario's teachings
2% become a follower of Nishant's teachings
2% become a follower of Gavellus's teachings
2% become a follower of Tilla's teachings
2% become a follower of Shai's teachings
2% become a follower of Saya's teachings
2% become a follower of Zetsumei's teachings
2% become a follower of Grevan's teachings
Fate Card #10: Slavery
The character ends up in slavery.
Fate Card #11: Illness
The character contracts a terrible disease.
Fate Card #12: Prisoner
The character ends up in prison.
Fate Card #13: Success
The character becomes a politician/aristocrat/businessman/etc. depending on the chosen country and career.
Fate Card #14: Knowledge
During their travels or scientific research, the character finds certain knowledge.
Fate Card #15: Ishanad
30% die
60% become a victim of experiments
10% become a powerful wizard
Fate Card #16: Iris
Opportunity to choose any card at the player's wish.
Fate Card #17: Ruler
The character becomes the ruler of a city. This could be an independent city on some island or in southern Ertenia, or a city within one of the existing states.
Fate Card #18: Child
The character becomes a father or mother.
40% boy
40% girl
20% twins
Fate Card #19: Madness
The character goes insane.
Fate Card #20: Heralds of Misfortune
9% die
9% end up in slavery
9% end up in prison
9% fall ill
9% go insane
9% become a victim of experiments
9% lose all property
9% become a parent
28% pass this card to another player
Fate Cards:
Mirabella Ludenberg: 5 (+1 Iris, +1 organized expedition)
Erephir: 4 (+1 march west)
Saburo: 3
Tirza: 8 (+1 tournament victory, +1 march west, +1 killing Darius, +1 posing, +1 persuading Tarageros)
Nuesh: 3
Rum Kon: 4 (+1 killing Hanelion)
Kir: 4 (+1 easy money)
Dominic: 3